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Electrocutor

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Everything posted by Electrocutor

  1. Speaking of parallax... someone should let Neo know that SRO + Project Parallax has a whole bunch of corrupted parallax maps that cause strangeness.
  2. So it seems that Moonpath to Elsweyr is in fact fixed, updated, and maintained. https://www.nexusmods.com/skyrim/mods/52248 Alas, it is only included as an integrated part of a mod that changes a whole bunch of other things as well.
  3. so... you have a normal sticky, a suggestions sticky, and a support thread; suggestions are obvious, but what about this one? "srle extended" sounds like anything goes as long as it's related to srle ext.
  4. Starting a new setup and tinkering around with various options for full coverage HD textures/meshes for use as a new base, I find that I much prefer the look of the Skyrim Realistic Overhaul textures, but the normals and parallax maps provided by Hein84 for SkyrimHD are far, far superior to what Project Parallax made for Vanilla and SRO.
  5. The GTX 970 ram issue was corrected in a driver update long ago. Just wait for Pascal before upgrading. I just followed the SRLE guide then STEP recommended settings for the rest. At the very least, try setting your numthreads to the number of logical cores on your CPU. Skyrim defaults to 4 threads, but most people have 8. The only other difference I can think is that I am NOT using the ENB SMAA proxy plugin that you use in SRLE Ext, and instead am using 1.2x DSR and running Skyrim at 2103x1183, which then auto downsamples into 1080p for my monitor. a.k.a driver-based super-sampling.
  6. You seem to have a lot things that reduce your fps? For me, the only thing that ever bogs me down is when I'm running 4k textures and meshes in an extremely wooded/grassy area. Things like ETaC and such never touch my framerate (stays flexibly at 60 fps). I run GTX 670 4gb x2. The only thing that really affects my experience is stuttering. It's not overly prevalent, but noticeable. I suspect that if I tweaked distance settings, I could give the engine more time to pre-read textures to reduce this.
  7. I have that as well; is it not from Webs Extended?
  8. I'm thinking of removing the whole carriage room from moonpath and just having a teleport start via dialog with something like "I'm ready, let's depart." Can anyone tell me if having the carriage remain is needed for after you have already gone to Elsweyr and come back?
  9. I'm going to put up some of my patches for this if anyone wants them. https://onedrive.live.com/redir?resid=E58D98A67F526317%2110884 HearthFire Display Case Fix - USLEEP - Forward USLEEP changes Moonpath to Elsweyr - Patch - Fix the Dead Man's Drink mess it creates - *more changes to come Misc Edits (Directly Modified ESP) All Mods: Forwarding Height Map data for xEdit conflict sanityFalskaar.esm: Removed all Skyrim-overriding Landscape Texture recordsSummersetIsles.esp: Removed all Skyrim-overriding Landscape Texture recordsWyrmstooth.esp: USLEEP: Slight correction to dialog text in Moonpath.esm cleanedMoonpath_QuestData.esp cleanedMoonpath.esm: USLEEP: Sub-Block FalkreathDeadMansDrink - Weather Region changed to WeatherFalkreathMoonpath_QuestData.esp: USLEEP: Sub-Block FalkreathDeadMansDrink - Weather Region changed to WeatherFalkreathAtlas Legendary.esp: USLEEP: 00017753, Forward change to XLKR Considering Bugs Moonpath: Don't have any NPC currently talking to you when you activate the carriage or else they will accompany you for the trip.Moonpath: Food from the removed table in DeadMansDrink remains (falls on floor) xEdit Questions Does EDID (Editor Id) affect anything in-game? Mod Questions SummersetIsles.esm: LOOT doesn't say it needs cleaning, but cleaning removes 2,300 records. Is it safe to do that?Author says don't clean it.​Weapons and Armor Fixes Remade.esp: Does WAF forward USLEEP changes?Author says yes, but not updated to the current version just yet, so there will be minor differences.Moonpath.esm: Would there be any negative or post-quest issue with completely removing the carriage from Dead Man's Drink and just teleporting via dialog option "I'm ready to depart."? Base Texture Replacement SMIMProject Parallax: Vanilla Texture ParallaxHein84: Vanilla Texture Parallax Fix(Either SRO, SkyrimHD, or both goes here)Vivid Landscape All in OneVivid Landscape All in One - SMIM PatchVivid Landscape All in One - Skyforge PatchVivid Landscape All in One - LOD PatchVivid Landscape All in One - Mossy Rocks PatchVivid Landscape All in One - ENB PatchVivid Landscape All in One - 4k Textures PatchVivid Landscapes - Woods 4k *looks a bit cartoonyVivid Landscapes - Castle Volkihar
  10. Personally, I like new records in ESMs and overrides in ESPs.
  11. WAF is definitely compatible, but krypt says he hasn't updated WAF to the newest revision yet, so there are some minor differences. Hopefully he will also include the changes from the new USLEEP 3.0.1 when he gets around to updating WAF (though I haven't checked if any of the changes are weapon/armor specific); it is currently in beta. I think it'd be nice if the recommended, but not included patches would be combined into a secondary mod called USLEEP Addendum or something; that would make things less complicated for a new install and having to update and merge them yourself. For example, the Display Case Fix isn't USLEEP compatible unless you make it so.
  12. I'm going to use this thread to try to get some feedback on these must-have mods, due to them perhaps needing updating. USLEEP vs WAF Ancient Nord: USLEEP: Adds ArmorMaterialSteel and PerkFistSteel to gauntlet WAF: Adds WAF_ArmorMaterialDraugr, WAF_ArmorMaterialNordic, and PerkFistIron to gauntlet Nord Hero: USLEEP: Adds WeapMaterialDraugr WAF: Adds WeapMaterialDraugrHoned so... which one is more right? or should all keywords be combined in order to be both WAF and USLEEP compatible?
  13. STEP says that Enhanced Blood Textures replaces Brawl Bugs because it is included with the mod; but as far as I'm aware, that's the only one not directly added, but some of them were not included, such as the transition fixes.
  14. So... https://www.afkmods.com/index.php?/topic/3999-bug-fixes-recommended-in-addition-to-the-unofficial-patches/ This is quite dated, but are all of these still recommended fixes to be applied? I've noticed that many of them do not include some of the changes from certain expansions or from USLEEP. I've decided to work on my own modlist from scratch, doing intensive xEdits for each one added. It seemed to me that there was far too many things that are overlooked, such as making EFF forward the changes from HearthFire, Dragonborn, and USLEEP. When I'm done, I can compare to the tried and tested SRLE and (hopefully) SRLE Extended at the end to see how they differ. I wanted to start with just the framework mods, unofficial patch, and recommended fix patches that didn't make it into the unofficial patch. (I am curious why the stalker dragon corpse fix isn't considered a recommended fix too)
  15. I also never figured out why Immersive Armors gave Ulfric bear feet... maybe he is planning to attend a Halloween party after his execution?
  16. when you're done, you can just turn it back into an esm if you want.
  17. Is there a function or script in xEdit that will scan the leveled lists for non-existent items or armor records for armor where the mesh/texture is missing?
  18. In one room: https://i.imgur.com/TZEoumc.jpg In another room: https://i.imgur.com/LUGL2wo.jpg You can see how the second one looks like trash compared to the first. Going by MO conflict detection, both of these should be coming from Pelts of Skyrim + Peltapalooza. I guess it doesn't support parallax, just that the second looks like a plastic cut-out, while the first looks like an actual pelt.
  19. Does anyone know the filename/path for the pelts that CWI uses in the rooms? I need to overwrite them with a parallax version before i go crazy about how flat they are. update: it just uses the normal floor pelts 1-3; so why aren't they parallaxed like in other places?
  20. RND is a PITA for compatibility, agreed. It _should_ be using a SkyProc and generated patch, but doesn't. Have you or Neo ever thought of just enabling Dangerous Diseases?
  21. The reason I listed RND was the D (diseases) part. Unless you make diseases realistic and have consequences, there's not much point to all the new animal diseases and spawn diseased variations. The Dangerous Diseases part of iNeed is rather lacking. Plus, RND also changes foods to no longer have illogical magical effects and instead just provides sustenance. While thinking on it: if SRLE Extended doesn't use RND, it should probably add Dangerous Diseases to the install options of iNeed.
  22. So... looking at the records in xEdit for SkyTEST... If they remove 'auto-calc stats', doesn't that remove the leveling up of the creature to match the player?
  23. I rather wish SkyTest came in two varieties; one that just added the animal behavior and another that added the extra and changed spawns.
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